Along with 's question about HBAO+ getting updated, are there any plans on adding the rest of ShadowLib to the UE4? Specifically PCF, PCSS, and HRTS? Would be rather useful for a project, and with Flow/Volumetric Lighting added now, I think it may be the last GameWorks tech not available yet.
Well, it took more time than i anticipated from Monday to now , on and off, but i finally got VXGI working on 4.15
Renamed account from Xenthor
v=xJIexU_Okpg
edit: @ i canât seem to reproduce your? video below
[SPOILER]v=XfIfJ0zZjwA[/SPOILER]
Ohhh, canât wait for Volumetric Lights!
Fully turned my focus on 4.15.1.
I most likely wonât share any 4.15 build for now. Theyâre requiring more work and might be âhackyâ and there.
Upgraded from 4.15 to 4.15.1 and brought Hairworks in.
watch?v=WAV-nyLhbE4
Also busy working on unannounced FPS game ! Canât play with UE build all day long
Has anyone experience working with the Flex branch ? Iâm trying to make my characters collide with flex particles but they only collide if the colliders of the skeletal mesh (inside PhaT editor) are Box, Sphere or Sphyl. If I use a single convex hull for a bone as a collider (by right clicking on the bone and then âAdd bodyâ) then the Flex particles will ignore the collider.
To rephrase the question, are Flex particles able to collide against a skeletal mesh with âEnable Per Poly Collisionâ activated ?
Thanks in advance for any help.
you used a simple texture for material.as i described in my uploaded image when i use âLayer Blendâ node in material editor for painting on a landscape fatal error occurred not a simple texture without using weighting.
which layer blend is it? canât seem to find it out
1)in material editor window on âPaletteâ tab drag and drop a âLanscapeLayerBlendâ into material editor area.a âLayer Blendâ node will be created.
2)while âLayer Blendâ node is selected create two or more layers in âDetailsâ tab.by using â+â button
3)create two or more Textures in material editor and connect those to âLayer Blendâ node .
4)connect âLayer Blendâ node to âBase Colorâ
after i creating material way and assign it to Landscape when i click on âPaintâ in âLandscapeâ mode unreal get crash with fatal error
Ok i can reproduce it now Ironically it works fine on 4.15 but it indeed crashed on 4.14.X
Looking fast it might come from âFPrimitiveSceneInfo::AddStaticMeshesâ in Runtime/Renderer/Private/PrimitiveSceneInfo.cpp
OK.Thank you.I will test it.
I havenât shared 4.15 VXGI yet, and doânt intend to in near future, iâm looking to fix your on 4.14.3 and will update the github link in my signature if i figure it out.
Iâve narrowed down the to
template<typename LightMapPolicyType>
void Process(âŚ])
{
DrawList.AddMesh(âŚ]
TVXGIVoxelizationDrawingPolicy<LightMapPolicyType> <- is the one crashing
âŚ])
}
in VxgiRendering.cpp
I canât spend more time on but if anyone wanna try to fix , tiâs all coming from there.
When can I see an update about WaveWorks?
@. - Could you write a quick tutorial on how to merge the branches from nvidia github for someone who hasnât done it before or point to a tutorial you would reccommend. Thanks in advance.
Try to turn off vxgi in the main material options. May help.
Ok just to update, seems like Flex particles in their current state are unable to collide against complex geometry attached to a skeletal mesh. can anyone confirm ? thanks in advance.
Can confirm. I canât make Flex Cloth to collide against Skeltal Mesh (either complex geometry or physical asset).
Have you both checked the Ragdoll test map? thereâs clearly collision with the ragdoll which is a SkeletalMeshActor using physics asset. The âper-polyâ isnât working, but it isnât that surprising?
Just made small test:
v=w2T3I8QDvZM
Did anybody try to test Flex 1.1 on AMD gpu?
Did not, but by default itâs not using any CUDA technology, so it should render as well. It all relies on, and even got ported to soâŚ!
It only works if skeletal mesh is root. It doesnât work with with something like character setup.